Refactor instance update flow, asset registry, and texture IO
- Renamed AddInstanceRequest to UpdateInstanceRequest; unified add/update logic for GPU instances - Introduced UpdateGPUInstanceSystem to handle changed MeshInstance components - Replaced QueryBuilder.Create() with QueryBuilder.New() for consistency - Switched versioning in ChunkView HasChanged/HasStructuralChanged to uint - Added extension-to-AssetType mapping in AssetHandlerRegistry - Changed TextureAssetHandler/Processor to use nint for image data - Enhanced DDS cache: read mipmap count, handle invalid files - Updated ProjectBrowserViewModel to use IAssetRegistry - Upgraded Misaki.HighPerformance and System.IO.Hashing packages - Set DependencyChainCapacity in JobSchedulerDesc - Fixed instance buffer logic in GhostRenderPipeline - Miscellaneous cleanups and namespace improvements
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@@ -28,11 +28,17 @@ public abstract class SystemBase : ISystem
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{
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private UnsafeList<int> _requiredQueries;
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/// <summary>
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/// Gets the world that the system is running on currently.
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/// </summary>
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public World World
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{
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get; init;
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} = null!;
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/// <summary>
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/// Gets the last version that the system update.
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/// </summary>
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public uint LastSystemVersion
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{
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get; internal set;
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